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johnny
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Re: BDJ - well I'll be damned, it works with Zand

Post by johnny »

AndehX - I mean, I suppose I could add all the code back in, but it's more than that. There aren't any brown gloved versions of the flipping the bird sprites and stuff. If those existed I would maybe think about it. Maybe make a mutator at least.
AndehX
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Re: BDJ - well I'll be damned, it works with Zand

Post by AndehX »

johnny wrote:AndehX - I mean, I suppose I could add all the code back in, but it's more than that. There aren't any brown gloved versions of the flipping the bird sprites and stuff. If those existed I would maybe think about it. Maybe make a mutator at least.
Well, I've got some photoshop experience, so I guess I could have a go at making some.
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mentha
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Re: BDJ - well I'll be damned, it works with Zand

Post by mentha »

I guess the idea was that the brutal doom doomguy was the doomguy from the comic but I always felt that the comic was purposely campy and ridiculous because a comic filled with nothing but blasting demons would have been true to doom but wouldn't have moved a lot of books.
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Crudux Cruo
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Re: BDJ - well I'll be damned, it works with Zand

Post by Crudux Cruo »

My best frankensprite/resize ever. This is as close to the original sprites as i could possibly get. Colors match, style matches, bolt sizes, shading... rescale+rework. thats it.
If anyone wants to try to take a whack at new ones, feel free. perhaps someone could hand this and add the new muzzle flashes... I'm releasing this as a concept rework because the current aim is a departure from the original graphic. I feel this is more true to the original.

Enjoy! (or don't) :)
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Big C
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Re: BDJ - well I'll be damned, it works with Zand

Post by Big C »

@johnny: Ah, I gotcha.

Alright, so just so that I have this CLEAR this time, which filepaths should I be looking for in BDJ to get rid of the footsteps?
A Random User
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Re: BDJ - well I'll be damned, it works with Zand

Post by A Random User »

Is it possible to make a version of this without the modified text? It takes up too much space.
Echelon5
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Re: BDJ - well I'll be damned, it works with Zand

Post by Echelon5 »

johnny wrote: Echelon5 - Medikit sounds. I can do that! Consider it done. As for the difficulty levels, would you be cool with me restoring the first 3 doom difficulties at 100% damage? Because I can't have a 150 - 50 for each spawnfilter, that'd be like 70000 options.
That sounds great to me! :)
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Crudux Cruo
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Re: BDJ - well I'll be damned, it works with Zand

Post by Crudux Cruo »

More work
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Agitatio
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Re: BDJ - well I'll be damned, it works with Zand

Post by Agitatio »

johnny wrote:Pistol: Needed for when you run out of ammo. There's no fist weapon, so if you have zero ammo you need something to fall back on. I might bring the fist back and delete the pistol though.
Exploding roar: I'm not getting rid of it, but should I make the cooldown time longer? I think now it's around 5 or 6 seconds. Maybe I could make it 10, so within the berserk powerup timeframe you can only use it 5 times?
They are an option! Go to hud options and you can reposition it or turn it off altogether. Also, I put it in BDJ to make going for the fatality an easier choice to make. This way you'll know when the enemy is going to die from your punch, and possibly trigger a killmove/fatality.
Random fatalities: They're not "random" in the sense that any punch might trigger it, it has to be a punch that kills the enemy. Also, what else would I make it, besides something like a 60% chance? Can't have them happening every single time, can't have them happening never. A happy medium is the only choice. It works like skyrim killmoves, which I think is sweet.
2d blood splats: I didn't modify anything with the blood splats. That's just part of BD.
Camera jerkiness: I did remove the friction changes, but I think the camera jerkiness is due to the qtilt thing. Two other guys were having the jerkiness problem too.
NC HUD: The newest version actually uses the layout I have now, I think. Either way, I like it the way it is because it seems less cluttered to me.
Pistol: Maybe combine pistol and fists somehow?
Exploding roar: Yeah, 10 seconds sounds more reasonable.
Enemy healthbars: Guess I missed it. Sorry!
Random fatalities: Yeah, I was simply wrong about it. It works similarly in original anyway.
2d blood splats: I know that it's a part of BD, but they should only show up if you play with software render. Here is the screenshot.
Camera jerkiness: You are right, QTilt is the culprit. Still have that issue. Will you remove it or make it optional?
NC HUD: Yours have level stats and ammo at the top. Original have them at the bottom. But it's not a big deal.
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saegiru
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Re: BDJ - well I'll be damned, it works with Zand

Post by saegiru »

So btw johnny... did you ever get anywhere on the energy weapon as an alternate for the infinite pistol? :D
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Infirnex
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Re: BDJ - well I'll be damned, it works with Zand

Post by Infirnex »

(This is kinda all over the place for a message, just an fyi)

I'm gonna say that I'll be pretty sad if the pistol is gone. I like having the option and it's something I use to finish off downed enemies at range without wasting ammo. Although, since I LOVE revolvers, I would have NO issues with a revolver in place.

EDIT: Alternatively, you can make the pistol silenced (I believe sprites for it are around), or the option to. This would give the player a quiet option, which would be useful for picking off zombiemen and such without alerting the entirety of hell, albeit a weak option.

I don't think a dedicated fist weapon is really necessary with the system in place atm.

I'm also not a big fan of the explosive roar because it's...well...silly. That's really it. I think even something like a spartan kick or along those lines would make some more 'sense' while also fitting the same role.

Don't do dual wielding. Dual AR's are kinda pointless, since it removes the AR's only advantage (accuracy) it has over the Minigun, while losing out to the Minigun in DPS. I also wouldn't know how you would be able to do double plasma rifles with the heat system, and would most likely lose to the BFG in that area anyway.

This has become my favorite version of BD, along with BD:SE. Definitely keep on the good work on this.
Last edited by Infirnex on Tue Jun 16, 2015 5:59 pm, edited 1 time in total.
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eclipse
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Re: BDJ - well I'll be damned, it works with Zand

Post by eclipse »

johnny wrote:There aren't any brown gloved versions of the flipping the bird sprites and stuff..
I think Blox posted some in the spriting carnival somewhere

EDIT: http://forum.zdoom.org/viewtopic.php?f= ... 5&#p713294
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Silentdarkness12
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Re: BDJ - well I'll be damned, it works with Zand

Post by Silentdarkness12 »

I would love to see an alternative to the pistol. Revolver would be kickass. Wouldn't say no to a plasma pistol either.
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Crudux Cruo
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Re: BDJ - well I'll be damned, it works with Zand

Post by Crudux Cruo »

I do have a glock alternitive with a fully auto secondary fire :P
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Silentdarkness12
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Re: BDJ - well I'll be damned, it works with Zand

Post by Silentdarkness12 »

Crudux Cruo wrote:I do have a glock alternitive with a fully auto secondary fire :P
I know, I know.....hm......I wonder....what about the DRLA Nuclear Plasma Pistol......If I thought Yholl wouldn't get pissed over me trying to leech off her stuff, I might go for it.

EDIT: On second thought, a modified version of Realm667's Plasma Bolter or Plasma Pistol might do.
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